Sembiring, Erina Hannawita (2022) Penerapan metode game based learning berbantuan Kahoot! dalam mendorong keaktifan siswa pada pembelajaran matematika. Bachelor thesis, Universitas Pelita Harapan.
Preview
Title.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (382kB) | Preview
Preview
Abstract.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (438kB) | Preview
Preview
ToC.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (443kB) | Preview
![Praktik Pendidikan [thumbnail of Praktik Pendidikan]](http://repository.uph.edu/style/images/fileicons/text.png)
Praktik Pendidikan.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (587kB)
![Kajian Filosofis Pendidikan [thumbnail of Kajian Filosofis Pendidikan]](http://repository.uph.edu/style/images/fileicons/text.png)
Kajian Filosofis Pendidikan.pdf
Restricted to Registered users only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (563kB)
Preview
Bibliography.pdf
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (899kB) | Preview
![Appendices [thumbnail of Appendices]](http://repository.uph.edu/style/images/fileicons/text.png)
Appendices.pdf
Restricted to Repository staff only
Available under License Creative Commons Attribution Non-commercial Share Alike.
Download (4MB)
Abstract
Pembelajaran online yang telah diterapkan akibat pandemi Covid-19 menjadikan siswa dan guru terbiasa dengan penerapan teknologi dalam proses pembelajaran. Pada penelitian yang dilakukan di sebuah sekolah di Tangerang Selatan, pembelajaran telah dilakukan kembali secara tatap muka. Subjek pada penelitian ini adalah siswa kelas X IPA yang terdiri atas 17 siswa. Pada proses pembelajaran ditemukan bahwa guru tidak menerapkan metode pembelajaran yang terintegrasi dengan teknologi dan menyebabkan keaktifan siswa kurang. Penerapan metode pembelajaran yang relevan di era digital ini dapat mempengaruhi keaktifan siswa. Adapun tujuan dari penulisan paper ini adalah melihat bagaimana penerapan metode yang relevan dengan era digital, yaitu metode game based learning berbantuan Kahoot! dapat mendorong keaktifan siswa dalam proses pembelajaran di era digital. Metode yang digunakan dalam penulisan paper ini adalah metode kualitatif deskriptif. Sebagai Guru yang profesional, mengintegrasikan teknologi ke dalam proses pembelajaran merupakan suatu kompetensi guru. Pemilihan metode game based learning berbantuan Kahoot! ini tidak lepas dari kesadaran guru akan tugas dan tanggung jawabnya untuk melayani seperti Kristus. Berdasarkan penelitian yang dilakukan, penerapan metode game based learning berbantuan Kahoot! menunjukkan bahwa siswa sebelumya kurang aktif menjadi aktif dalam proses pembelajaran. Penerapan metode game based learning berbantuan Kahoot! terbukti dapat mendorong keaktifan siswa dalam proses pembelajaran./Online learning has been applied because of the covid-19 pandemic, making students and teachers want to apply technology in learning process. In the research done in a school in Tangerang Selatan, learning process has applied face-to-face learning. Research subject in this research being X IPA class that bound of 17 student. In learning process found that teachers did not apllied learning method that integrate with technology and affect to student that student activeness is low. By applied learning methods that are relevant in this digital era can affect student activeness. The purpose of this research's is looking for how the applied learning method that is relevant to apply in this digital era, that is game-based learning by Kahoot! can encourage student activeness in the learning process in the digital era. The method used in this research is the qualitative descriptive method. As a professional teacher, integrating technology into learning process is one of teachers competence. Choosing to use a game-based learning method, it’s influenced by teachers' consciousness and responsibility to serve as Christ serves. Based on the research, the applied method game based learning method by Kahoot! show there students activeness that low before, become active in learning process Applied of game based learning method by Kahoot! proved can reach student activeness in learning process.
Item Type: | Thesis (Bachelor) |
---|---|
Creators: | Creators NIM Email ORCID Sembiring, Erina Hannawita NIM01401190018 erinahannawita01@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Contributor Tanti Listiani, Tanti Listiani NIDN0321089101 tanti.listiani@uph.edu |
Uncontrolled Keywords: | digital; game based learning; kahoot; keaktifan; teknologi |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Mathematics Education Current > Faculty/School - UPH Karawaci > Faculty of Education > Mathematics Education |
Depositing User: | Erina Hannawita Br. Sembiring |
Date Deposited: | 23 Nov 2022 01:42 |
Last Modified: | 23 Nov 2022 01:42 |
URI: | http://repository.uph.edu/id/eprint/51284 |